Siege Mod

xcrissxcrossx

Prince
Joined
Jun 16, 2007
Messages
315
Location
Indiana
I started looking at the SDK, and I think I am going to try to make my first modmodmod for AND. It will be a mod devoted to Sieges. It won't make any drastic changes, as no one really likes drastic changes to anything in Civ. Here are my main ideas now.

1) If all tiles around City are taken by enemy units, none of the city's workable tiles will be available until at least one space is opened. I think this will simulate a real siege effectively. The city will have access to no food outside of the city, and the only production will be from specialists inside of the city.

2) If an enemy unit is on a tile, any trade routes that that tile may connect that city to will not work. This includes water tiles.

Tougher goals (not sure if i can achieve these):

3) I want to make it so the game can detect if a city is under siege. If I can, I will make it so giving away the city will ALWAYS be an option in the diplomacy screen (For stubborn AI's that refuse to give anything).

4) A city under siege will receive unhappiness and unhealthiness penalties after so many turns.

5) (Only an idea, I may not implement) I might make it so if a city is under siege, it can whip/draft citizens to reduce hunger and help create defensive units.

Also, I think i remember AND having World units in older releases, but I don't see them anymore. I would like to make a Trojan horse world unit that has a one use effect of reducing a city's defenses to 0 instantly. But if those were taken out, then obviously I can't do this.

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I don't know if i will get this finished, or how long it will take. I hope it turns out good.
 
Also, I think i remember AND having World units in older releases, but I don't see them anymore. I would like to make a Trojan horse world unit that has a one use effect of reducing a city's defenses to 0 instantly. But if those were taken out, then obviously I can't do this.

It never has had World-Wonder Units, but I know Legends of Revolutions does, and the code is already there, it just needs to be toggle on in CIV4UnitClassInfos.
 
Yes there are those code i believe
Fictionalization has "Superhero", and cybrixkhan(or whatever it was) mod(forgot the name) has legend unit for each country(LOR only has few legends)
 
I started looking at the SDK, and I think I am going to try to make my first modmodmod for AND. It will be a mod devoted to Sieges. It won't make any drastic changes, as no one really likes drastic changes to anything in Civ. Here are my main ideas now.

1) If all tiles around City are taken by enemy units, none of the city's workable tiles will be available until at least one space is opened. I think this will simulate a real siege effectively. The city will have access to no food outside of the city, and the only production will be from specialists inside of the city.

2) If an enemy unit is on a tile, any trade routes that that tile may connect that city to will not work. This includes water tiles.

Tougher goals (not sure if i can achieve these):

3) I want to make it so the game can detect if a city is under siege. If I can, I will make it so giving away the city will ALWAYS be an option in the diplomacy screen (For stubborn AI's that refuse to give anything).

4) A city under siege will receive unhappiness and unhealthiness penalties after so many turns.

5) (Only an idea, I may not implement) I might make it so if a city is under siege, it can whip/draft citizens to reduce hunger and help create defensive units.

Also, I think i remember AND having World units in older releases, but I don't see them anymore. I would like to make a Trojan horse world unit that has a one use effect of reducing a city's defenses to 0 instantly. But if those were taken out, then obviously I can't do this.

---

I don't know if i will get this finished, or how long it will take. I hope it turns out good.

It's about time. Finally we'll be able to conquer cities the way most cities are taken in the real world. Have the enemy hand them to you by affecting their stomachs. This mod would make enhanced forts almost essential. They would be needed to impede enemy armies from getting to the city walls in the first place. I like it. Good luck with the mod.
 
It never has had World-Wonder Units, but I know Legends of Revolutions does, and the code is already there, it just needs to be toggle on in CIV4UnitClassInfos.

Yeah, I was getting AND mixed with LoR. I might try the World Unit, but the other items on my list are higher priority to me.
 
I finally got SDK modding down (I could already use python and XML), so I think I should have a test version out that is bug free (for me) in a few weeks at the most. It isn't that much work compared to the stuff Afforess adds, but I am kinda busy with other things.
 
I have the main code completed now. I just have to finish the AI and I might make a civilopedia entry.

I do need some of your opinions on something though. I'm unsure on how to handle water tiles and lake tiles. Right now I have it set up so only the land tiles around the city need to be occupied, but it only blocks off the land tiles under a siege. I figured if the player wants to block off the water tiles, he/she can just use a blockade mission.
 
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